Yesterday at the PvP - event on Arispotle i wondered:
May it be that a melee fighter is not a serious enemy to a nuker?
They can kill me, level101 melee in full heavy armor, in one or two "hits", when i am still some 70 meters away...
and when I managed to reach them 2 times, hoping that the lack of armor and HP would make them easy prey for me, I had to experience that an increased damage 7 hit - pure or modified with acc and ignarmor - would take 5-7 hits to kill them.....
So what do you think? (specially the wiped out )
Is there a mis-balance?
Any experiences?
Nuke vs Melee - am I wrong?
Re: Nuke vs Melee - am I wrong?
the pvp in ryzom is not meant for 1on1
this is suggested by the fact that the last pvp tests on the ATS only included FvF and GvG
this is suggested by the fact that the last pvp tests on the ATS only included FvF and GvG
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Re: Nuke vs Melee - am I wrong?
Its hard to do a comparison without knowing the lvl of the nuker you were going up against. Also in the event nukers were ganging up on people when they saw another nuker being attacked, so that will skew your results also if you use the event as a comparison.
I don't do melee much, so I can't really compare dmg of nuker vs melee.
I don't do melee much, so I can't really compare dmg of nuker vs melee.
Re: Nuke vs Melee - am I wrong?
Nuke vs Melee
Elem. mage lvl ~170.
Poison 3 (double missile) + exc/supreme amp (~85%) = ~[2k/hit] / ~2 (resistance)
Melee lvl ~170.
Excel. sword q180 + increase dmg = ~[850 dmg/hit] / ~2 (resistance)
Usually mages have less HP.. if mages don't have decent lvls in melee.
Melee 200+ vs Elem. lvl 200+ (who have also 200+ in melee, with HP armor/jewelery using SAP only as credits) arent serious enemy.
PS. Can't compare duel Melee lvl ~250 vs Nuker lvl ~250, cuz atm impossible to get weaps/amps q250.
Re: Nuke vs Melee - am I wrong?
I don't know what level the other side was, but I'm a level 186 2h melee and I was slaughtering the healers and nukers and didn't die once.
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High Officer in the Samsara
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Re: Nuke vs Melee - am I wrong?
but I'm a level 186 2h melee and I was slaughtering the healers and nukers
Duel with pikeman ~ur lvl. Distance 2 meters.
Pikeman die in 3 hits. (3.x k dmg), less than 10 sec.
Still using spells available at lvl 165 in Elemental magic.
Is there a mis-balance?
Yes.
"Nuker 2xx lvl":
Great jugula die before can hit (if pull from max distance).
2 G. Jugs from short distance possible kill solo if use melee aura.
6 Jugs "train/spawn" ~1.5 min (in team with lvl ~125-150 healer).
Melee 2xx lvl:
Die from 1 G.Jug after 4-5x ~1.x k hits. (solo+selfheal)
Heal healer after 1-2 G.Jugs (depends on healers lvl/credits balance/etc).
6 Jugs "train/spawn" ~10-15 min.
If leveling in team "from 2" (melee + healer) each 2 lvls = 2 swords and 1 armor set (after lvl ~220)
PS. Elemental can use 1 amp ~15-20 lvls (after lvl ~200-220), before amplifier worn out
Re: Nuke vs Melee - am I wrong?
I don't expect them to be totally balanced but the following may help us melee fighters:
1) Using light armour instead of heavy - so we can get the same max HP boost that mages get (no constitution requirements). Also, our HP and stam credits will cost us less. Light is just as effective as heavy at defending against spells (i.e. not at all)
2) Jewelry with decent resistances. Does this exist? The best resist a mage can get against being hit is the 10% on light armour (don't know if this is doubled for pvp). What's the best % resist a melee fighter can get against a spell?
3) Not using HP credits - do we need to add accurate attack against a mage who won't be dodging or parrying while they concentrate on their spell? If not then inc dmg on it's own with purely stam credits will help.
4) Use a blunt instrument. Does stun work against other players? If not, slow may help.
5) Aim at humanoid head so that critical hits cause a stun. Mages don't generally wear heavy helmets so this area will be the least protected as well.
Basically, I think mages can successfully use the same tactics against players as they can mobs whereas the same isn't true of melee fighters. Of course, if any of these work then expect the nukers to up their game and start rooting us etc.
1) Using light armour instead of heavy - so we can get the same max HP boost that mages get (no constitution requirements). Also, our HP and stam credits will cost us less. Light is just as effective as heavy at defending against spells (i.e. not at all)
2) Jewelry with decent resistances. Does this exist? The best resist a mage can get against being hit is the 10% on light armour (don't know if this is doubled for pvp). What's the best % resist a melee fighter can get against a spell?
3) Not using HP credits - do we need to add accurate attack against a mage who won't be dodging or parrying while they concentrate on their spell? If not then inc dmg on it's own with purely stam credits will help.
4) Use a blunt instrument. Does stun work against other players? If not, slow may help.
5) Aim at humanoid head so that critical hits cause a stun. Mages don't generally wear heavy helmets so this area will be the least protected as well.
Basically, I think mages can successfully use the same tactics against players as they can mobs whereas the same isn't true of melee fighters. Of course, if any of these work then expect the nukers to up their game and start rooting us etc.
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Re: Nuke vs Melee - am I wrong?
boinged wrote:I don't expect them to be totally balanced but the following may help us melee fighters:
1) Using light armour instead of heavy - so we can get the same max HP boost that mages get (no constitution requirements). Also, our HP and stam credits will cost us less. Light is just as effective as heavy at defending against spells (i.e. not at all)
2) Jewelry with decent resistances. Does this exist? The best resist a mage can get against being hit is the 10% on light armour (don't know if this is doubled for pvp). What's the best % resist a melee fighter can get against a spell?
3) Not using HP credits - do we need to add accurate attack against a mage who won't be dodging or parrying while they concentrate on their spell? If not then inc dmg on it's own with purely stam credits will help.
4) Use a blunt instrument. Does stun work against other players? If not, slow may help.
5) Aim at humanoid head so that critical hits cause a stun. Mages don't generally wear heavy helmets so this area will be the least protected as well.
Basically, I think mages can successfully use the same tactics against players as they can mobs whereas the same isn't true of melee fighters. Of course, if any of these work then expect the nukers to up their game and start rooting us etc.
If you make a melee squad like this, then the opposite side should use a normal Heavy Armoured melee squad to whipe it out.
Maybe if we all read some Sun Tzu, we could make the Atysian Art of War
Re: Nuke vs Melee - am I wrong?
vaynen wrote:If you make a melee squad like this, then the opposite side should use a normal Heavy Armoured melee squad to whipe it out.
Maybe if we all read some Sun Tzu, we could make the Atysian Art of War
I think more thought needs to go into the way armour works. Heavy doesn't seem to either impede enough OR provide enough protection and the advantages of playing a lighter, faster warrior don't seem to always come through. It's a little aggravating.
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Jyudas
High Officer in the Samsara
WEALTH & GLORY!
Currently pondering R2, please hold...
We're neutral, you're just too cheap to hire us.
Remember, other people exist than yourself.
Jyudas
High Officer in the Samsara
WEALTH & GLORY!
Currently pondering R2, please hold...
We're neutral, you're just too cheap to hire us.
Remember, other people exist than yourself.
Re: Nuke vs Melee - am I wrong?
Lol, glad to see the event wasn't all (karavan) blood and guts then